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                        Returning 35 results for 'continual wearing releases'.
                    
                
                        
                            
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                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    , continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Hound archons are the foot soldiers of
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect evil and good
1/day each: aid, continual flame, protection from evil and good, scrying (as an
                                                
                                            
                                                
                                                     action)
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Warden archons are vigilant, ursine guardians of
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     another creature’s turn. The false lich regains spent legendary actions at the start of its turn.
Spiteful Teleport. The false lich, along with anything it is wearing or carrying, teleports to an
                                                
                                            
                                                
                                                     the false lich is reduced to 0 hit points, it is destroyed and disintegrates, leaving behind the gems. Crushing a gem releases any souls trapped within, at which point the soul’s body re-forms in an unoccupied space nearest to the gem and in the same state as it was when its soul was trapped.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , invisibility (self only), lightning bolt, suggestion, wall of fire
3/day: dispel magic
Teleport. Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an
                                                
                                            
                                                
                                                    .
Attack. Hutijin makes one Claw, Mace, or Tail attack.
Teleport. Hutijin uses Teleport.
Lightning Storm (Costs 2 Actions). Hutijin releases lightning in a 30-foot radius, blocked only by total cover. All
                                                
                                            
                                        
                                                    Solar
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ","rollDamageType":"radiant"} radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword. The solar releases its
                                                
                                            
                                                
                                                     creature's turn. The solar regains spent legendary actions at the start of its turn.
Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an
                                                
                                            
                                        
                                                    Hutijin
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    "} bludgeoning damage.
Teleport. Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.Fearful Voice (Recharge 5–6
                                                
                                            
                                                
                                                    ). Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollDamageType
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     any door in the sanctum by touch. Except where noted, areas of the sanctum are brightly lit by continual flame spells cast on wall sconces. TELEPORTER RINGS
 To access Manshoon’s extraplanar sanctum
                                                
                                            
                                                
                                                     rings to his most trusted servants.
 As an action, a creature wearing a teleporter ring can activate the teleportation circle either in area K22 or area E1, teleporting itself and up to six other willing creatures from one circle to the other.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    . Light from the domed skylight and continual flame spells cast on hanging lanterns provide bright illumination throughout the hall. Magic Steps. All steps, including the hall’s grand staircase, shift
                                                
                                            
                                                
                                                     higher or lower in the hall (depending on the direction spoken), along with anything the creature is wearing or carrying. If the destination glyph is occupied or the command doesn’t make sense (such as saying “down” while on the hall’s lowest floor), the transport glyph doesn’t function.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     ability:
 At will: detect evil and good
 1/day each: aid, continual flame
 Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     lamps housing magical flames shed dim light. The walls are covered in moss and lichen. The tunnel is dimly lit by small continual flame beacons positioned every 30 feet or so on alternating sides of the
                                                
                                            
                                                
                                                      The tracks end at another maintenance shaft in the ceiling of the tunnel. A cord dangles down from the shaft; pulling on it releases a folding ladder that can easily be climbed. The shaft terminates
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     green devil’s face, its flared nostrils set just above the putrescent mass. A sconce above the face holds a flickering torch.
 The torch burns with a continual flame spell, illuminating the humanoid
                                                
                                            
                                                
                                                     with whatever they are wearing or carrying. The lever then resets. If the characters return to this room at a later time, the effects of the levers are reversed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
 At will: detect evil and good
 1/day each: aid, continual
                                                
                                            
                                                
                                                     flame, protection from evil and good, scrying (as an action)
 Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.
  Dmitry Burmak
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
 Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5
                                                
                                            
                                                
                                                     magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
 Searing Burst (Costs 2 Actions). The solar emits magical, divine energy
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    . Each time a spore servant is touched or takes damage, it releases a cloud of yellow mold spores until the mold patch is destroyed. Two-Headed Grimlocks The grimlocks living in the Whorlstone Tunnels
                                                
                                            
                                                
                                                     humanoid skeleton wearing a ring of water walking on one bony finger (no ring is found on subsequent occurrences of this encounter) 2 A closed zurkhwood chest containing 1d6 × 100 gp and 1d6 50 gp gems
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     30 feet of the mirror that sees its reflection must succeed on a DC 15 Charisma saving throw or be imprisoned within one of the mirror’s twelve extradimensional cells, along with anything it is wearing
                                                
                                            
                                                
                                                     or carrying. Constructs automatically succeed on the saving throw. The mirror currently has three vacant cells. If the mirror traps a creature when its twelve cells are already occupied, it releases
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     touches the shield must succeed on a DC 18 Wisdom saving throw or become trapped inside it, along with everything the creature is wearing or carrying. The shield displays a faint image of the trapped
                                                
                                            
                                                
                                                     creature in its reflective outer surface. The shield can trap only one creature at a time. Whenever it traps a new creature, the shield releases its current prisoner, which appears in an unoccupied space as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     attacked, harmed, coerced, or heard. He can be contacted via telepathy, however. Shattering the gem releases Fraz-Urb’luu’s life force, which instantly returns to the demon lord’s body in the Abyss. Any
                                                
                                            
                                                
                                                     streams flowing through the cavern and into the Darklake.
 Light. Mantol-Derith is brightly lit by continual flame spells and crystals in the walls that reflect the light. A network of walkways and small plazas crisscross the rocky ground of the outpost, paved with crushed crystals that also reflect light.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     side view of these areas.  Diagram 5.2: Revolving Room Trap 38A. Control Room This room is dark and dusty. A hulking figure wearing a bucket helm stands to the west, with one hand on an iron lever set
                                                
                                            
                                                
                                                     stone door. Carvings of demons decorate the stonework, with flickering flames in all their eyes.
 The flickering flames were created by continual flame spells, which fill the room with bright light
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     to these chambers can escape. 39a. Gold and Black Boudoir Light. The walls and ceiling are painted gold. Mounted to them are black iron sconces with continual flame spells cast on them. These fires
                                                
                                            
                                                
                                                     cushions strewn about.
 Hammocks. Two tasseled hammocks are stretched between four black pillars near the east wall. Napping in one of them is a beautiful young man wearing gold sandals and a golden
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     twenty-five darklings (see appendix C) wearing cloaks and hoods. Endelyn forces them to watch rehearsals as well as performances, not only to torment the darklings but also to make sure the actors and
                                                
                                            
                                                
                                                     stage is an intricate wooden device operated by four unarmed goblins (neutral noncombatants) in theater masks. Mounted to the rig are a dozen shuttered cylinders, each one with a continual flame spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.
 Teleport. Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see
                                                
                                            
                                                
                                                     Actions). Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
 Teleport. Hutijin uses his Teleport action.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     combat, Amarath releases the invisible stalker and commands it to attack the cult’s enemies.  Treasure Amarath’s “smiling bag” is actually a bag of holding. The bag becomes empty once the invisible
                                                
                                            
                                                
                                                     sprinkled with dust must succeed on a DC 11 Wisdom saving throw or be affected by a confusion spell. 91–00 The creature sprinkled with dust becomes invisible for 1 hour. Any equipment it is wearing or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
 Reactions
 Fearful Voice (Recharge 5–6). In response to taking damage, Hutijin utters a dreadful word of power. Each
                                                
                                            
                                                
                                                    .
 Attack. Hutijin makes one Claw, Mace, or Tail attack.
 Teleport. Hutijin uses Teleport.
 Lightning Storm (Costs 2 Actions). Hutijin releases lightning in a 30-foot radius, blocked only by total
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    .
 Coming from one direction are several voices joined in a marching song. The singing grows louder as six bipedal rabbits wearing clothing emerge from the fog. Two of them tug at the reins of a giant
                                                
                                            
                                                
                                                     the gourd. (Give each player a minute or so to think about what the character’s memory could be and then to note it on their character sheet, as a matter of record.) Removing the stopper releases all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    , leaving behind the gems. Crushing a gem releases any souls trapped within, at which point the soul’s body re-forms in an unoccupied space nearest to the gem and in the same state as it was when its
                                                
                                            
                                                
                                                     creature’s turn. The false lich regains spent legendary actions at the start of its turn.
 Spiteful Teleport. The false lich, along with anything it is wearing or carrying, teleports to an unoccupied space
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . The attached outer structures (areas 19a through 19d) have 10-foot-high walls and 20-foot-high domed roofs. All outer doors are held shut with arcane lock spells that only drow wearing the obsidian
                                                
                                            
                                                
                                                     structure has an arcane lock spell cast on it that only drow wearing the obsidian insignia scarabs of House Freth can ignore. This chamber contains stone shelves lined with provisions for the guards of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     handle of the door is connected to a hidden wire that releases a large stone above the door onto anyone who tries to open it. A character who has a passive Perception score of 16 or higher notices the
                                                
                                            
                                                
                                                     party is prominently wearing the special golden medallion (see the sidebar), all the creatures in this area attack the party. Two minotaur skeletons, two specters, and a bodak (see appendix C) guard this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     in cobwebs. Continual flame spells flicker behind the eye holes of their helms, and their iron greataxes are raised high.
 23b. Hall of Final Judgment The floor of this 40-foot-high chamber is
                                                
                                            
                                                
                                                     blessing is permanent if its receiver is a worshiper of Torm; otherwise, the blessing lasts for 10 days. Torm’s blessing is not bestowed on any character who releases one or both mariliths that are trapped
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     need only grab hold of the rope and say “up” or “down” to be hoisted or lowered one floor as desired. Illumination. Continual flame spells bathe the interior in bright light. Topolah can suppress or
                                                
                                            
                                                
                                                     mechanical gnomes wearing harnesses tend to the plants. The harnesses are attached to ropes that loop around pulleys affixed to the ceiling, enabling the gnomes to hoist themselves into the air and move
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     in this way, every time you finish a long rest, you must make a DC 10 Charisma saving throw. On a failed save, you immediately drop everything you are carrying or wearing and are transformed into a
                                                
                                            
                                                
                                                     to leave the casino at once. Otherwise, Tiamat releases Windfall from her magical restraints, instructs the tiefling to eradicate the party, and leaves to commune with her other champions. Only after
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     illustrating the god’s key tenets. LITTLE ONE
 One of Candlekeep’s guests stands out from the rest of the crowd: a chaotic good ogre wearing a headband of intellect. He’s most often found sitting by himself
                                                
                                            
                                                
                                                     in a corner of the Hearth’s taproom, reading a book. 
 A few years ago, the ogre was like many others of his kind—brutish and cruel. He met a halfling adventurer wearing the shiny gold headband and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     obelisk that isn’t killed by the staff’s explosion becomes 10 years younger. Creatures whose age is reduced to 0 by this effect wink out of existence, leaving behind the items they were wearing or
                                                
                                            
                                                
                                                    , which is free of mist. Chamber of Illusion. The tower’s uppermost chamber is 30 feet square and lit by purple continual flame spells in wall sconces. An inscription written on the walls in Draconic reads
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     any creature on the base that Vocath can see or that is tattooed with Vocath’s personal sigil. Lighting. Vocath’s base is brightly lit with continual flame spells in braziers, lamps, and sconces. Walls
                                                
                                            
                                                
                                                     mirror and releases some of them during the “Arena Battles” event later in this chapter: one braxat,* two b’rohgs,* two hook horrors, one megapede,* one brown scavver,* one gray scavver,* three space
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     warrior adorns its lid.
 A mummy rests in the coffin, clutching a +1 Rapier to its wrinkled chest. If disturbed, the mummy awakens, releases the rapier, and attacks. B32: Ankheg Den Three empty coffins
                                                
                                            
                                                
                                                     the ceiling of an astrologer creating maps of both the sky and this realm.
 This burial chamber is brightly lit by two Continual Flame spells cast on brass jars at the coffin’s head and foot. Inside
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     ramp leads to a pair of massive doors flanked by stone-carved dragons. Inside, it’s cool and musty.
 Weapons and armor aren’t permitted in the Great Library. If anyone wearing armor or carrying a
                                                
                                            
                                                
                                                     on any one of these cords releases a homing pigeon from a loft above the library. It takes the bird 1 minute to find and alert an Archmage, who teleports to the main hall of the library to
                                                
                                            
                                        





